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Typically, Mario's position is updated incrementally using his velocity. These increments are called '''steps''', and they behave differently when Mario is on the ground, in the air, in water, hanging, and climbing a pole. When on the ground or in the air, these steps typically occur four times per frame, and are commonly referred to as '''quarter steps''' or | Typically, Mario's position is updated incrementally using his velocity. These increments are called '''steps''', and they behave differently when Mario is on the ground, in the air, in water, hanging, and climbing a pole. When on the ground or in the air, these steps typically occur four times per frame, and are commonly referred to as '''quarter steps''' or colloquially '''quarter frames'''. | ||
Steps are also responsible for detecting collision with [[surfaces]], updating Mario's [[referenced surfaces]], and updating Mario's [[Water|water level]]. However, quarter steps don't detect object collisions or warps. | Steps are also responsible for detecting collision with [[surfaces]], updating Mario's [[referenced surfaces]], and updating Mario's [[Water|water level]]. However, quarter steps don't detect object collisions or warps. | ||
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** The camera preset is set to the area's default preset. | ** The camera preset is set to the area's default preset. | ||
** Mario enters the [[Lava Boost|lava boost]] action while dropping any held objects and no longer riding a shell. | ** Mario enters the [[Lava Boost|lava boost]] action while dropping any held objects and no longer riding a shell. | ||
=== Common Air Knockback Step === | |||
Similar to Common Air Step, it uses the "exit" from Perform Air Step. This function takes in a '''''landing action''''', a '''''hard fall action''''', and a '''''speed'''''. | |||
Before calling Perform Air Step, it sets Mario's speed to '''''speed'''''. | |||
Common Air Knockback Step can cancel into [[Feet Stuck In Ground]], '''''landing action''''', and '''''hard fall action'''''. | |||
Mario cannot '''Hang''' or '''Ledge Grab'''. '''Nothing Happens''' and '''Lava Wall Boosts''' (contains cancel [[Lava Boost]]) are the same as for Perform Air Step. | |||
* '''Lands''' | |||
** If should get stuck in ground, drop and set action to [[Feet Stuck In Ground]] | |||
** If y-velocity less than negative 55 and floor is not lava, | |||
*** If fell more than 3000 units, shake camera, play MARIO_SOUND_ATTACKED, and drop and set mario action to the '''''hard fall action''''' with argument 4 | |||
*** Else if fell more than 1500 units and floor is not slippery | |||
**** Hurt counter += 8 if cap, else 12 | |||
**** Squish counter += 30 | |||
** If neither of the first two checks canceled, set action to '''''landing action''''' (not changing the action argument, though there are differences in the Japanese version where the [[Thrown Forward]] and [[Thrown Backward]] intermediate actions cause the landing action argument to be hurtCounter) | |||
* '''Hits a wall''' | |||
** Change to the background air kb Animation | |||
** If Mario's wall is not null | |||
*** Mario's facingAngle[1] = wallAngle - (s32)(facingAngle[1] - wallAngle) | |||
**** basically this step added two wallAngle | |||
*** play either METAL_BONK or BONK sound | |||
** else | |||
*** play HIT sound | |||
** facingAngle[1] += 0x8000 | |||
** Cap vel[1] to 0 | |||
** Set forward velocity to negative '''''speed''''' (and update slide and xz velocities to match) | |||
[[Category:Action Mechanics]] | [[Category:Action Mechanics]] |
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